Open world discussions Latest Topicshttp://forum.game-labs.net/forum/40-open-world-discussions/Open world discussions Latest TopicsenReinforcement zones, too big, too manyhttp://forum.game-labs.net/topic/25319-reinforcement-zones-too-big-too-many/
Title says it all. Particularly for the pirates, who were supposed to be hardcore mode, not carebear nation of the sissy seas.
]]>25319Sun, 18 Mar 2018 03:29:28 +0000PVP Patrol Mission Feedbackhttp://forum.game-labs.net/topic/25220-pvp-patrol-mission-feedback/
First PVP patrol mission. Right off the bat balancing is an issue, it's the classic 2 side battle but as far as I can tell here there is nothing to balance sides, maybe doesn't make a difference. But is there any point to 2 sided battles over FFA? These missions aren't locked to or against any nation, maybe they should be.

Damage done, as is the case the damage adds up, you don't have to get all 20k damage in one battle which is a big plus. I will return to the battle with another ship to ensure I get payout for my efforts.

All for now, will update as it comes feel free to post your own experiences/opinions with the new patrol missions

]]>25220Fri, 09 Mar 2018 11:15:57 +0000Sealed Bottle Mechanichttp://forum.game-labs.net/topic/25260-sealed-bottle-mechanic/
This may seem a bit "non gamey" in that people always want upgrades, but can the game not make it that if you have an unopened bottle, then you cannot find another one?

That way you either have to go and get the treasure or sell your bottles. I have heard far too many people telling tales of hoarding them in vast quantities which seems ludicrous for what they are supposed to be, a nice reward and a lure to the open seas....

]]>25260Mon, 12 Mar 2018 13:46:49 +0000Shipwrecks... seem to be pointless now...http://forum.game-labs.net/topic/25053-shipwrecks-seem-to-be-pointless-now/
I've done perhaps 8-10 sealed bottles of late, apart from a few gold coins the only other thing of value has been a few labor contracts(4). The vast majority have been primarily rum silver coins and tobacco, not worth the time it took to sail the 200k (round trip)

]]>25053Sun, 25 Feb 2018 21:48:46 +0000Repairshttp://forum.game-labs.net/topic/25250-repairs/
I love the map, and travelling and exploring and so on, but now that it seems (as far as I can tell) that NO ports sell repair kits of any type, it makes it suicidal to travel anywhere or ship ships (as you cant tow to port with hold stuff - i.e repairs) pre loaded.

This means PVP become certain death if you meet any ship who has repairs, if you dont. they can rep, you cant, = you lose.

The new repairs system means you need a lot of them, but most ports I have been in aside from capitals dont offer anything at all.

Im currently seeing it as a potential business opportunity, but aside from that, it's a massive pain the bum for "pickup and play" style and a HUGE disincentive to move away from well trodden capitals for any normal players.

Intro:
When I first heard about the development of a game tackling the beautiful age of sail in the late 18th/ early 19th century I was instantly hooked. Like many of you I've watched Jack Aubrey capture the Acheron and like some of you I've seen Hornblower rise up the ranks of the Royal Navy. Being able to do all of this in a game got me immensely excited.
It started off really well. The game features absolutely beautiful graphics. The combat in itself is quite deep and is easy to learn but hard and fun to master. The sound of firing a complete broadside into the enemy is simply exhilarating. I also immensely respect the decision by the developers to stick to a hard time-period and not add 'freak' galleons from centuries before just because they look 'cool'.

But the game's development feels stalled to me. Yes, there have been updates and as of February 2018 there's have been regular changes to the game's combat mechanics and balancing. We're finally getting a proper UI which is starting to look quite handsomely already. Nevertheless, I get the sense that the game in it's current state, with it's current features, is not far off from what the final product will be. Which is not enough in my opinion.

So let's start with the actual criticism:

The open world
The open world (OW) is devoid of any interesting activities to do besides combat. Every port is the same as the next. The whole world is literally as wide as an ocean but as shallow as a puddle. A lot of people rightfully complain that the OW is simply to large and should be scaled, so it's less tedious to get anywhere. My answer to that is; the world needs to be filled, rather than scaled. It needs to stay interesting. The magic of games like WOW or Guild Wars is that different areas have a different colors, npc's, architecture, weather... I could go on and on.

For Naval Action this could mean:1. Unique architecture for towns of different nations (I know that the development-team has been doing research for this but where is the result?) Also what about native settlements?2. Different ports provide different items or services; from bustling shipyards that provide complete refit opportunities to ravaged towns that eagerly want to trade their rotten fruit to kick-start their economy again.3. When you are conducting your business in a port, what if you could actually see the different buildings or citizens going about their daily tasks. Maybe some dockworkers are laying the first timbers on a player-ordered ship in the distance. Just a single shot of the port along with your docked ship. With only some things animated it would be more than enough. It doesn't have to be Sim-City.4. Approaching enemy controlled ports should have the players risking their ships because the local fort is firing on you. 5. This would technically mean the game becomes unplayable because you might not be close to any neutral/allied ports for much needed repairs. In real life however, there's plenty of captains that did repairs on deserted shores. Making new masts from trees nearby. You would still rather repair at a neutral or friendly port of course. (Perhaps these emergency repairs come with a penalty).6. Give smugglers the option to buy and sail under false flag, to circumvent said forts. Also, instead of the whole forged papers mechanic, I'd rather see the option to become a privateer and fight for whoever you fancy. Being an actual officer of the king's navy still being the alternative. Both coming with different perks.7. More types of sea-traffic: fishermen, mail vessels, native rafts, envoys etc. The ability to interact with these ships besides combat. Provided they are neutral/allied. (for instance: buy fish from fishermen, when no port is nearby. More on goods later).8. What if you built a reputation with a town over time?; doing business often at the same port could give discounts. Whereas, if this port was recently in the hands of a different nation, they might give you a hard time. Perhaps even using their fort cannons on you regardless of any wars going on. 9. Storms and general rough weather. Perhaps some actions are required by the players to prevent any damage during storms.

Ship & crew management
Another thing that bothers me is that you can't make a ship feel like your own. Sure, it's not even your property to begin with; for in the end, it's the King's ship. However, these men sailed for months, often years on these ships. It became their home:

'And though we be on the far side of the world, this ship is our home. This shipis ... *insert your preferred nation*.' - 'Lucky' Jack Aubrey.

10. Maybe introduce some RPG elements whereby incidents happen on the ship and your judgement is called for.
For instance: A crewmember slipped and fell to his death while working the sails. do you:Option A:give him a proper christian burial (speed decreased by 10% for 5 minutes)Option B:throw him overboard with all haste (crew morale -10% for 5 minutes)
This could happen in the form of a pop-up menu similar to Crusader Kings 2.
I think these random actions would also break the monotony of the Open World somewhat.

11. I loved the implementation of the lieutenant system, but what if they start of as midshipmen. Then, after an action you decide who gets a promotion and who doesn't. Perhaps they have randomly generated names to remember them by (and perhaps a little portrait too). Obviously you'd have to part with them at some point, so they can command your prize vessel(s).12. What if these gentlemen officers develop traits over time that influence the overall conduct of your ship. (for instance: 'the Master-at-Arms is a bit too fond of his cane: crew morale -5% / +5% reload time.) Perhaps the RPG-like pop-up menu's from point 10 comes into play here as well. Your actions as a captain determine what your young officers will become like.13. Perhaps you can invite the officers to dine with you once in a while.This could give a buff of some sort (useful right before a battle). This could be visualized by silhouettes at the windows of the stern-galley, as well as shanty's being sung). Perhaps this action is a consumable and requires you to buy Madeira wine at particular ports.14. Taking in new crew to replenish fallen experienced crew should give you a debuff. These new men were farmers and/or prisoners before, they need some time (and the nine-tailed cat) to learn what it is to be a seamen. Of course major ports do have experienced 'able seamen' ready to get ganked by your press gang.15. What if we could change the attire of the little bugger's that reload the guns. 16. Ship's stores; I'm not saying NA should become a survival game but having stores that dwindle over time could make voyages more interesting. Stuffing your ship too much makes it sluggish. Not enough stores and your crew morale suffers. You could choose to load all types of shot. Or stick only to regular ball shot and save weight. (less weight could mean more listing though since you are missing ballast.

Other possible implementations:17. A naval news paper that chronicles the events happening in the world (this will only get refreshed during port visits):

- Wars that have started, escalated or ended. (including trade wars)

- Ship actions: single ship duels that ended spectacularly, major fleet actions etc.
- Actual, real news that happened during that time such as: Land wars being won or lost back in Europe. Elections etc.

18. Escort missions:

- Escorting new governors, indiamen, etc. where you fail if you lose the escorting ship.

20. Option to promote someone in your group to Commodore (giving him or her a broad pennant for visual sake). Giving this person the authority to give orders which pop-up in a more noticeable way than the regular team-chat.

Outro:
These are just some suggestions that I think would make Naval Action my dream game (I'm pretty sure for others too). I sincerely apologize if any of these features are already being worked on and I jumped the gun. I'm a game developer myself and I know how hard it can be sometimes to make the game you want to make.
Hopefully this critique doesn't come across as self-entitled. I just feel that this game, like Elite: Dangerous has an extremely solid base to build from but is suffering from being fun for longer periods of time.

I would ask too that the comments don't get too toxic for whatever reason, but stay friendly and constructive. We are all captains.PSA: I do not play Naval Action actively, I hop in once a while with a fellow captain to see what's changed but to say I know the 'meta' of this game would be a lie. If, with this lengthy post I talk out of turn please say so.

PS: English is not my main language so forgive me for any typo's.

I beg to remain, Sir, your most humble and obedient servant,

Edward Harvey,

]]>25135Sun, 04 Mar 2018 11:38:30 +0000Capturable 4th-1st rates?http://forum.game-labs.net/topic/25155-capturable-4th-1st-rates/@admin Not too long ago you were planning to implement full ship capture with the downside of those ships being 1br and others. After discussion you felt there were too many potential problems surrounding the 1br idea.

My question is will there be any further consideration on this? The full ship capture was a good idea but the 1br was too troublesome. Now with the introduction of malice bonuses, could we see a return of this feature?

]]>25155Mon, 05 Mar 2018 20:53:49 +0000So you want to hunt player traders...http://forum.game-labs.net/topic/24348-so-you-want-to-hunt-player-traders/
I see it brought up often that the peeveeps want player traders to hunt... They exist... and they will be the most risk averse players you will find (at least when in a trader). They are out there, I just think the typical peeveep is NOT willing to put in the work/boredom to find them.

Yes the reinf zones protect the traders working in the home zone, but you can't find everything in the safe zone. I spend 90%+ of my time outside safe zones in a trade ship, and rarely see another player except at each end.

I have considered going for 3 ship fleets and adding a combat ship to the fleet but AI captains in player fleets are idiots.. likely not worth it.... mebbe a 3rd indiaman...

]]>24348Wed, 10 Jan 2018 02:56:58 +0000Developers - Please Remove the Diolkoshttp://forum.game-labs.net/topic/24981-developers-please-remove-the-diolkos/
Developers, why do we still see AI ships sailing through land in this game?

You've got all the shallows and land boundaries figured out for player ships, so why are the AI's alone still sailing through land? Meanwhile you are rebalancing other minor things to player ships while AI's can sail right through land masses. We do not have canals in this game, and it appears like we have game features like the ancient Diolkos set aside for AI.

Can we get this fixed? I'm not sure of the in-game physics that make this insurmountable for you, but it seems ridiculous that we still have it at this stage of development. Priority is not an answer, because it's so ridiculous and been far too long this way.

]]>24981Sat, 17 Feb 2018 14:35:20 +0000Odd Crutches that Reduce OW Traffichttp://forum.game-labs.net/topic/24801-odd-crutches-that-reduce-ow-traffic/
Just wanted to put up a couple of odd things that reduce the traffic on the open world, particularly in getting people out of safe zones.

Take fishing for example. There should be 0 fish caught within a safe zone. Before safe zones were a thing, and there was just the Capital Protection Area, you could not catch fish inside the Capital Protection Area. However, now we have safe zones, and unlimited, safe, docile fishing that nets people resources and sealed bottles with 0 risk.

Nothing should be caught in a protection zone.

Further, take missions as another example. As near as I can tell, missions generally spawn closer in for lower ranks, and further out for higher ranks. However, missions have a range of distances they can spawn at, and people can simply cancel the mission order and take a new one, indefinitely. Why are missions able to be cancelled? Do you go to the Admiralty and say, "No, no thank you, I do not like that one. Please give me another. No, I don't like that one either. No, not that one either..." You would lose your commission! For ease of life, one mission cancellation every 8 hours, or 3 a day.

Those who want to run missions can either fight ones that do occasionally spawn outside of safe zones with some risk, OR they can sail to less frequented parts of the map and hunt OW AI or take missions there.

We are very interested in your 4th rates and lineships events feedback. Let us know what you think!

Event itsefl Hard, impossible, easy?

Loot? Good, not bad, horrible?

]]>24893Mon, 12 Feb 2018 21:37:27 +0000Ninja Port Battle Layout Change?http://forum.game-labs.net/topic/24972-ninja-port-battle-layout-change/
So we had a little late night soiree with our dear friends in RUBLI today at Somerset. We pulled the map from the API data and planned our strat accordingly.

Here's the old layout

and the new

Not. Even. Close. Like what the actual hello kitty.

We joined our Fleet at C and a MB and capper at B. MILES away from where the circles used to be. Basically by the time our guys got 2 once circle they had 800 points and all 3 circles capped. I would of rather went in and lost all our ships to Moscalb in a real fight rather than join the port and get pissed off.

@admin a little heads up in the patch notes would of been nice. How much did RUBLI pay for the change and can I get in on that action?

PS - we had a wind shift of about 120deg pushing us away from the middle circle while joining. I thought they were limited to 90 now?

]]>24972Sat, 17 Feb 2018 04:53:03 +0000Map of Reinforcement Zoneshttp://forum.game-labs.net/topic/23947-map-of-reinforcement-zones/
I had long wanted to sit down and actually map out the reinforcement zones, and put them up for discussion. With the pending merger happening, it seemed like a good time to reevaluate the reinforcement zones as well. As such, I put together a map for discussion.

Now, first was figuring out where all the ports were that had reinforcement zones. Sailing around Mortimer Town, I noticed that every port that did not have a BR listing on the map (that was not a free port) owned a reinforcement zone. This seemed like something I needed to double check, but was pleasantly surprised to see that the PvE server confirmed this for me. The only "owned" maps on that server are ones with reinforcement zones. This made for a good sanity check.

For figuring out the distance of zones, I sailed from Charleston south, to the zone gap. It mapped out at 17(.5?)km from the port, making for what I suspect to be a reinforcement zone diameter of 35km. By using the free camera to observe the geographic features and mark them to a map, I was able to establish a brush size in Paint.net representing these zones. (That brush size seems to be 92 on the map I was using - Siegfried's Map.) I used Siegfried's map as I find it aesthetically appealing, and red sticks out on it for ease of use.

With that said, here is the map of the reinforcement zones:

----------------------------------------------------

As you can see, some regions are particularly well "protected." My initial proposal is to sharply limit these zones, both shrinking their size and their quantity. Reducing them to a 20km diameter and reducing them to only three ports per faction instead gives a map that looks like this:

Now, due to the nature of some ports, and the fact that these zones are mere circles, some factions do not benefit much from these safety zones. The US, for example, it does not reach beyond the bay of Charleston, while the Pirates, in this example, would have their entire island still covered. However, it is easy enough to play with the map and move dots around.

For any proposals, I recommend using Siegfried's map, found here and Paint.net to overlay paint dots over top. Recall, "standard" reinforcement zone size brush is 92.

Editing to add this post of compiled trade goods:

Here is a list of all the goods that are safely ensconced within protected zones, list compiled with the help of this recent map, thread for same found here. Adding the same to the initial post.

]]>23947Thu, 14 Dec 2017 21:03:41 +0000Open world - Beautiful placeshttp://forum.game-labs.net/topic/4225-open-world-beautiful-places/Post screenshots of beautiful places from the open world here. ]]>4225Fri, 27 Feb 2015 16:07:48 +0000throwing ideas here and therehttp://forum.game-labs.net/topic/24579-throwing-ideas-here-and-there/
I have started the game not even a month ago, and I may say I find it grand!

Since it is in development and part of the point of playing game in such state is to assist with the evolution of the game I figured I would throw some ideas.

Canons:

I like the fact you have some diversity here with poundage and class, though, I would love to see materials difference such as iron / bronze and such coming with different price and risk.

bronze: heavier but less risk of burst

iron: lighter but high risk of burst

Battle:

In battle you lose both men and canons, but that is only until repairs are applied.

I don't see how a disabled canon would be repaired from hull repairs. Thus disabled canons should not be repaired in battle and should be replaced by new ones after battle. (improved realism and good for economy)

Men lost in battle should cause XP knowledge loss on the ship after battle. (veterans died, you must train new ones)

I'd like to see the implementation of canons temperature. High temperature would cause risks if fired. The gauge could be colors on the reloading animation.

Combat missions / IA fleet/ safezone:

Have combat missions closed right away without allowing people to join it.

IA fleet, make anyone joining be on player side. I say no more to the spanish / british scum of the sea getting their pvp marks in dirty ways.

Remove safezones and reinforcement. I am a new player and find these zone harming the game. Populations of players are all in their capitals, majority of map is not used.

There is more security in dispersion I feel. It would force players to spread over the map and pvp player to actually hunt instead of camping safezone.

Ships:

Manage the guns as wished not only by decks. For instance let's imagine one deck can host 13 guns, that is a maximum value, maybe I would consider 10 to be enough and have a weight gain.

Carrying repairs is good, but I would love to see people have to manage magazines and ammunition. Thus including those in crafting as well.

Also I suggest removing double ball from perks, as it is an ammunition type and replace it by heated balls (increased chances of setting fire on enemy ship).

New crafting items on workshop:

steel balls

chains

double balls

grapes

canister

fire arrow

bar shots / expanding bar shots

Magazines size would increase risks of explosions / fire or cause the ship to have very limited amount of broadside in a fight.

So maybe for start you would only put your amo and magazines in cargo and the right quantity would be available in battle, or a section like equipment on the ship UI would be dedicated to these things. But the battle impact would be tremendeous, don't bring enough chains / bar shots and you might be outrunned, on the other hand load you magazines with powder on a fireship to increase fire / explosion chance and radius!

I would love for people to be able to set fire to their own ship for fireship instead of relying on luck and wood type, given they skilled fireship of course.

UI:

Buy contracts for ships.

Implement a feature of something we have on the forums: Merked by the black spot

It could be part of missions, either generated randomly by ia or by players.

Clans/Towns:

Implement diplomacy, not only internal realm but external realm as well.

Grant bonus to clans members in town they captured. (reduced labor hours needed for crafting, increased production, no taxes, cheaper building costs and production costs)

Clans owning a town should decide who can enter by realm or clans or ship type. For instance say i want no French in port, No Russian but Pirates are ok, except for this clan, this clan etc...

Basically divide nations and allow clans to work together.

Hostilities if remaining as they are should not be impacted by port battle opened window.

Grant traders the possibility to run the colors they wish when they leave a port.(can't change it in OW)

I very much like the idea given by Hachi on another topic as well for dedicated towns producing elements for rare mods.

These towns should be spread over the map to cause fight for it.

Those are just some ideas and I have more I should give later.

But so far, great job on the game developers. I really liked the last hotfix btw. Maybe we can see an increased number of wood type used for crafting ships in the future as well.

Ready, steady, go: what happened if i’d decided ingame to stay longer on open sea (i mean stay very long time away from the game)? I mean very long time, doing nothing or very few? Sailors in this game doesn’t need to eat, drink and... well... do those stuffs that a man do after long time at sea...

Should be maybe interesting to add Mutiny? Just as a very rare event, even rarest on Navy ships, because of discipline on board. In this case (this is a morale stuffs), losing too many battles, doing nothing for long time and so on it could drive onto a Mutiny. In this case, players do a small minigame, to try to regain command. If he loose it, he loose his ship with all stuffs on board and he will be teleporting at his home port, like a normal lost battle.

Of course, i repeat, this will be a very rare events, but it could push players to try to win every battles with an incentive to be better and better.

On a PvP server, ppl are familiar to fight, and those were difficult times.

]]>24580Fri, 26 Jan 2018 12:27:00 +0000PvP desperately needs fixinghttp://forum.game-labs.net/topic/22807-pvp-desperately-needs-fixing/TLDR: we need a system that will allow for any player to initiate PvP "action/event" at any time, which will gather people for battle within 45-60 minutes, and which will have influence on OW. PvP after the patch is hard to get.

Full explanation of the problem:

Since initial interest after a new patch starts to fade, there are days when it's impossible to get anyone to leave the port in search for PvP. It's impossible to provoke a fight around protected areas. Noone leaves protected areas, including traders. It's impossible to find other people wanting PvP in a vast space of non-protected areas.

Proposed solution:

We need a tool that will help people wanting PvP to find each other, best in approx. 45-60 minutes from the start of action. It needs to influence OW, in order to gather defenders as well. Influence on OW gives some extra meaning to such events.

We can archieve this through a system similar to old flags, which instead of capturing ports, would lower tax income of that port, and increase tax income of a port from which the flag was bought. It could also move drop of resources from raided port to a port where flag was bought, as a zero-sum game, to avoid exploits.

Since we have different size of groups that are interested in PvP, we could allow for players to buy different size flag missions - eg. for 5, 15 and 20 players. Those could influence OW in different ways.

Those missions can have different composition of ships as well (eg. one can require a battle group consisting of 1 3'rd rate and rest 4'th rates, etc.)

For those that don't know old flag system:

To capture a port, you had to buy a flag in your port, and had 1 hour to get to enemy port. Once you got there, a PB was opened, and you had some time to join with your fleet. This included two tactics for defender - either intercept a flag, or defend in battle.

The system I propose here would be different in a few ways:

it wouldn't result in PB, just an OW "staged" battle

defenders should have some minimal time to prepare for battle. Depending on battle numbers, this time could differ

Result:

Implementing this will finally allow us to create a request for PvP fight on demand. Different "flag" types will create variety of ship sizes in even fights, which we didn't have since the start of the game. Embeding this in OW deeper would give more meaning to those events. In my opinion this is a missing piece to make sure NA is really popular.

Look at what's great in your game, and empower it. Those engaging fights, and their influence on OW, are what's best in your game.

]]>22807Wed, 20 Sep 2017 09:34:37 +0000Sad state of game.http://forum.game-labs.net/topic/24403-sad-state-of-game/
I have played this game for 2 years originally starting on the PvE server at launch and moving to the PvP in a short time. After going through several server combines and constant loss of players we are now at one PvP server and a basically empty PvE server. The game play loop has gone from moderately ok to laughable. When you have nations of "ELITE" players rolling around in the best ships with the best gear hunting down everything they can find to get their fix for destruction; feeding on players both new and returning to try the game again. Stomping players who are already down to the point there is no recovery while the elites sit on millions of gold, warehouses full of supplies and ship nigh unstoppable. You can't justify it by saying go learn how pvp when there is no way to learn against people out to destroy you as a nation on the map. (because you will learn nothing against the AI) When players are getting killed within a capitol cities harbor and no matter how far away you try to get to just level a ship to be able to use it you still are found and killed whether it is when you are by yourself trying to kill a small fleet or in a group when all of a sudden a fleet of 1st rates show up to farm you....It honestly makes me sad as a huge age of sail fan because there is nothing else out there... I hate to say it but I don't think the game is worth it anymore and will never recover. (especially where its steam review is heading)
]]>24403Sun, 14 Jan 2018 03:30:13 +0000the mighty bookshttp://forum.game-labs.net/topic/24444-the-mighty-books/
Well after many hours i am still looking for the books for the five rings and all the other mighty collectables and boarding/gun books

over in the south, you can not find them and do not spawn in ships in OW AI

so does somebody has a clue where to find them and why they are not findable in the south?

the only thing we see here is basic books like basic hull

]]>24444Wed, 17 Jan 2018 10:17:12 +0000Safe Zones - A better wayhttp://forum.game-labs.net/topic/24366-safe-zones-a-better-way/
Just to preface - I haven't been around as long as many of you guys have, but I have been around long enough to see the back and forth regarding safe zones.

As a noob I was a victim of seal clubbing, and I understand and support the desire to avoid it. However the current system of blocking off significant portions of the map and basically making them safe from PVP means that 80-90% of players at any given time seem to be hiding in a safe zone where they can't get attacked until they are comfortable that they outnumber the opposition by a significant margin and willing to initiate combat.

In order to help support pvp (as a building block towards active rvr conflict outside of just port battles) is there any chance to move to a middle ground where the reinforcement zones only protect players below a certain rank or battle rating? That way experienced and skilled players would have to be active and on their toes even in local waters, where as new players still won't be getting crushed by experienced hunters.

Thoughts?

]]>24366Fri, 12 Jan 2018 02:38:25 +0000US disaster Inc.http://forum.game-labs.net/topic/24307-us-disaster-inc/
US are being gangbanged, HARD by all the nations. I sense an economical disaster coming once we eventually run out of ships and woods to build said ships. No more combat mark ships is a big part of this.
]]>24307Sat, 06 Jan 2018 02:15:13 +0000San José Port is buggedhttp://forum.game-labs.net/topic/22746-san-jos%C3%A9-port-is-bugged/
Just to notify (or emphasize in case it was already mentioned) that San José is a Shallow port that allow larger ship entrance.

When possible either convert it to 4th, correct that bugg or confirm it's an exception that will be kept as it is.

]]>7511Fri, 30 Oct 2015 18:00:05 +0000Loodsman or loadsman PvP refit or upgradehttp://forum.game-labs.net/topic/24199-loodsman-or-loadsman-pvp-refit-or-upgrade/
I recently installed the Loodsman upgrade, I know the tab states it only applies to OW speed gain of 6% but I think may also apply to in battle speed as well. Is this true?

Currently missions allow entry for all players (enemies and friendlies). We know that it is causing a lot of problems for many.

We would like to explain the rationale for entry and explain how this feature was changing in the past.

1) Initially missions were only for solo play and you could only enter them alone - players have requested the ability to enter as a group

2) We added the option to enter mission as a group to allow better group interactions.

Then we encountered an unforeseen problem.

PvP players have started to use the missions as safe harbors. When chased by the enemy - a player could enter a mission and hide in it totally disappearing from the map escaping a chase. Problem was excacerbated by the fact that a group of 6 players could take 18 missions as a group around one town providing a huge safety net allowing the opportunity to hide almost anywhere if pursued by the superior enemy. PvP suffered as a result.

3) To solve this problem we allowed entry into missions for everyone during normal 5 minute timers, providing more PvP opportunities on the PvP server and at the same time providing your friendly forces to come to help you in bad situations.

People are unhappy because of low assist awards - when your friendlies enter, they help to destroy your target (fulfilling your mission) but limiting your xp because they take your damage away.

There are two options currently that can solve both problems.

Close the entry for non-group members but keep the entry for enemies - limiting the pvp exploit